New terrain walker (now used for ray casting)
This commit is contained in:
parent
ce7aa1e179
commit
eabe68b77d
13 changed files with 200 additions and 271 deletions
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@ -64,3 +64,14 @@ void TexturesDefinition::applyPreset(TexturesPreset preset)
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/* TODO */
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}
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}
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double TexturesDefinition::getMaximalDisplacement()
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{
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double result = 0.0;
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int n = count();
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for (int i = 0; i < n; i++)
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{
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result += getTextureLayer(i)->displacement_height;
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}
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return result;
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}
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@ -23,6 +23,8 @@ public:
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TEXTURES_PRESET_CANYON
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} TexturesPreset;
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void applyPreset(TexturesPreset preset);
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double getMaximalDisplacement();
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};
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}
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@ -11,7 +11,6 @@
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#include <QTranslator>
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#include <QLocale>
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#include <QMessageBox>
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#include <QSplashScreen>
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#include "BasePreview.h"
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#include "PreviewOsd.h"
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@ -36,7 +35,6 @@ MainWindow* MainWindow::_instance = NULL;
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int main(int argc, char** argv)
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{
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MainWindow* window;
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QSplashScreen* splash;
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int result;
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QApplication app(argc, argv);
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@ -47,9 +45,6 @@ int main(int argc, char** argv)
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return 1;
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}
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splash = new QSplashScreen(QPixmap(getDataPath("images/logo_256.png")));
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splash->show();
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QTranslator qtTranslator;
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QTranslator myTranslator;
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@ -74,9 +69,6 @@ int main(int argc, char** argv)
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window = new MainWindow();
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window->show();
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//window->showMaximized();
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splash->finish(window);
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delete splash;
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result = app.exec();
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@ -25,7 +25,6 @@ HEADERS += \
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inputcamera.h \
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inputboolean.h \
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formwater.h \
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formtextures.h \
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formrender.h \
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formclouds.h \
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formatmosphere.h \
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@ -74,7 +73,6 @@ SOURCES += \
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inputcamera.cpp \
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inputboolean.cpp \
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formwater.cpp \
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formtextures.cpp \
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formrender.cpp \
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formclouds.cpp \
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formatmosphere.cpp \
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@ -1,171 +0,0 @@
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#include "formtextures.h"
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#include "DesktopScenery.h"
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#include "BasePreview.h"
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#include "tools.h"
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#include "CameraDefinition.h"
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#include "TexturesDefinition.h"
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#include "TextureLayerDefinition.h"
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#include "SoftwareRenderer.h"
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#include "TerrainRenderer.h"
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/**************** Previews ****************/
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class PreviewTexturesCoverage : public BasePreview
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{
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public:
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PreviewTexturesCoverage(QWidget* parent, TextureLayerDefinition* layer) : BasePreview(parent)
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{
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_renderer = new SoftwareRenderer();
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_renderer->render_quality = 3;
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_original_layer = layer;
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addOsd(QString("geolocation"));
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configScaling(20.0, 500.0, 20.0, 50.0);
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configScrolling(-1000.0, 1000.0, 0.0, -1000.0, 1000.0, 0.0);
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}
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~PreviewTexturesCoverage()
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{
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delete _renderer;
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}
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protected:
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Color getColor(double x, double y)
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{
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Vector3 location;
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Color result;
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location.x = x;
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location.y = _renderer->getTerrainRenderer()->getHeight(x, y, 1);
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location.z = y;
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//result.r = result.g = result.b = texturesGetLayerCoverage(_preview_layer, _renderer, location, this->scaling);
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return result;
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}
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void updateData()
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{
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TexturesDefinition* textures = _renderer->getScenery()->getTextures();
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textures->clear();
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textures->addLayer();
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_original_layer->copy(textures->getLayer(0));
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_renderer->prepare();
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}
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private:
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SoftwareRenderer* _renderer;
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TextureLayerDefinition* _original_layer;
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};
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class PreviewTexturesColor : public BasePreview
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{
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public:
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PreviewTexturesColor(QWidget* parent, TextureLayerDefinition* layer) : BasePreview(parent)
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{
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_original_layer = layer;
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_renderer = new SoftwareRenderer();
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_renderer->render_quality = 3;
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_renderer->render_camera->setLocation(Vector3(0.0, 20.0, 0.0));
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configScaling(0.01, 1.0, 0.01, 0.1);
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configScrolling(-1000.0, 1000.0, 0.0, -1000.0, 1000.0, 0.0);
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}
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~PreviewTexturesColor()
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{
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delete _renderer;
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}
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protected:
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Color getColor(double x, double y)
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{
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Vector3 location;
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location.x = x;
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location.y = 0.0;
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location.z = y;
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//return texturesGetLayerColor(_preview_layer, _renderer, location, this->scaling);
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return COLOR_BLACK;
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}
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void updateData()
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{
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TexturesDefinition* textures = _renderer->getScenery()->getTextures();
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textures->clear();
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textures->addLayer();
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_original_layer->copy(textures->getLayer(0));
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_renderer->prepare();
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}
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private:
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SoftwareRenderer* _renderer;
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TextureLayerDefinition* _original_layer;
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};
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/**************** Form ****************/
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FormTextures::FormTextures(QWidget *parent) :
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BaseFormLayer(parent)
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{
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addAutoPreset(tr("Rock"));
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addAutoPreset(tr("Grass"));
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addAutoPreset(tr("Sand"));
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addAutoPreset(tr("Snow"));
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_definition = new TexturesDefinition(NULL);
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_layer = new TextureLayerDefinition(NULL);
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_previewCoverage = new PreviewTexturesCoverage(this, _layer);
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_previewColor = new PreviewTexturesColor(this, _layer);
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addPreview(_previewCoverage, tr("Coverage preview"));
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addPreview(_previewColor, tr("Lighted sample"));
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addInputDouble(tr("Displacement height"), &_layer->displacement_height, 0.0, 0.1, 0.001, 0.01);
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addInputDouble(tr("Displacement scaling"), &_layer->displacement_scaling, 0.003, 0.3, 0.003, 0.03);
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addInputMaterial(tr("Material"), _layer->material);
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/*addInputCurve(tr("Coverage by altitude"), _layer->terrain_zone->value_by_height, -20.0, 20.0, 0.0, 1.0, tr("Terrain altitude"), tr("Texture coverage"));
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addInputCurve(tr("Coverage by slope"), _layer->terrain_zone->value_by_slope, 0.0, 5.0, 0.0, 1.0, tr("Terrain slope"), tr("Texture coverage"));*/
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/*addInputDouble(tr("Amplitude for slope coverage"), &_layer->slope_range, 0.001, 0.1, 0.001, 0.01);
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addInputDouble(tr("Layer thickness"), &_layer->thickness, 0.0, 0.1, 0.001, 0.01);
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addInputDouble(tr("Transparency thickness"), &_layer->thickness_transparency, 0.0, 0.1, 0.001, 0.01);*/
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setLayers(_definition);
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}
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FormTextures::~FormTextures()
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{
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delete _definition;
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delete _layer;
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}
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void FormTextures::revertConfig()
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{
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DesktopScenery::getCurrent()->getTextures(_definition);
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BaseFormLayer::revertConfig();
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}
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void FormTextures::applyConfig()
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{
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BaseFormLayer::applyConfig();
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DesktopScenery::getCurrent()->setTextures(_definition);
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}
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void FormTextures::layerReadCurrentFrom(void* layer_definition)
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{
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((TextureLayerDefinition*)layer_definition)->copy(_layer);
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}
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void FormTextures::layerWriteCurrentTo(void* layer_definition)
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{
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_layer->copy((TextureLayerDefinition*)layer_definition);
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}
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void FormTextures::autoPresetSelected(int preset)
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{
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_layer->applyPreset((TextureLayerDefinition::TextureLayerPreset)preset);
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BaseForm::autoPresetSelected(preset);
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}
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@ -1,34 +0,0 @@
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#ifndef _PAYSAGES_QT_FORMTEXTURES_H_
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#define _PAYSAGES_QT_FORMTEXTURES_H_
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#include "desktop_global.h"
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#include "baseformlayer.h"
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class QWidget;
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class FormTextures : public BaseFormLayer
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{
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Q_OBJECT
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public:
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explicit FormTextures(QWidget *parent = 0);
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~FormTextures();
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public slots:
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virtual void revertConfig();
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virtual void applyConfig();
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protected:
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virtual void layerReadCurrentFrom(void* layer_definition);
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virtual void layerWriteCurrentTo(void* layer_definition);
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virtual void autoPresetSelected(int preset);
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private:
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TexturesDefinition* _definition;
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TextureLayerDefinition* _layer;
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BasePreview* _previewCoverage;
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BasePreview* _previewColor;
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};
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#endif
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@ -8,6 +8,7 @@
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#include "common/freeformhelper.h"
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#include "tools.h"
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#include "DesktopScenery.h"
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#include "TexturesDefinition.h"
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#include "TerrainDefinition.h"
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#include "TerrainHeightMap.h"
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@ -70,8 +71,7 @@ void MainTerrainForm::refreshFromLocalData()
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void MainTerrainForm::refreshFromFellowData()
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{
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//double disp = texturesGetMaximalDisplacement(RenderingScenery::getCurrent()->getTextures());
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double disp = -1000.0;
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double disp = DesktopScenery::getCurrent()->getTextures()->getMaximalDisplacement();
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if (disp == 0.0)
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{
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@ -79,7 +79,9 @@ void MainTerrainForm::refreshFromFellowData()
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}
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else
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{
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ui->label_info_textures->setText(tr("Maximal displacement : %1% of total height").arg(100.0 * disp / _terrain->height, 0, 'f', 1));
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HeightInfo info = DesktopScenery::getCurrent()->getTerrain()->getHeightInfo();
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double terrain_height = info.max_height - info.min_height;
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ui->label_info_textures->setText(tr("Maximal displacement : %1% of total height").arg(100.0 * disp / terrain_height, 0, 'f', 1));
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}
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}
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103
src/render/software/TerrainRayWalker.cpp
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103
src/render/software/TerrainRayWalker.cpp
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#include "TerrainRayWalker.h"
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#include "SoftwareRenderer.h"
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#include "Scenery.h"
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#include "TerrainDefinition.h"
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#include "TexturesDefinition.h"
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#include "TerrainRenderer.h"
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#include "TexturesRenderer.h"
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TerrainRayWalker::TerrainRayWalker(SoftwareRenderer* renderer):
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renderer(renderer)
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{
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}
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void TerrainRayWalker::update()
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{
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TerrainDefinition* terrain = renderer->getScenery()->getTerrain();
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HeightInfo info = terrain->getHeightInfo();
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TexturesDefinition* textures = renderer->getScenery()->getTextures();
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double disp = textures->getMaximalDisplacement();
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ymin = info.min_height - disp;
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ymax = info.max_height + disp;
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ydispmin = -disp;
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ydispmax = disp;
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minstep = 0.01 * terrain->scaling / (double)renderer->render_quality;
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maxstep = 1.0 * terrain->scaling;
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}
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bool TerrainRayWalker::startWalking(Vector3 start, const Vector3 &direction, double escaping_factor, double max_length, TerrainHitResult &result)
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{
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TerrainRenderer* terrain_renderer = renderer->getTerrainRenderer();
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TexturesRenderer* textures_renderer = renderer->getTexturesRenderer();
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TerrainRenderer::TerrainResult terrain_result;
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Vector3 end, displaced;
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bool hit;
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double diff;
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double step_length = minstep;
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double walked_length = 0.0;
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do
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{
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// Perform a step
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end = start.add(direction.scale(step_length));
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// Get the terrain info at end (without textures displacement)
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terrain_result = terrain_renderer->getResult(end.x, end.z, true, false);
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diff = end.y - terrain_result.location.y;
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// If we are very under the terrain, consider a hit
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if (diff < ydispmin)
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{
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hit = true;
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}
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// If we are close enough to the terrain, apply displacement
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else if (diff < ydispmax)
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{
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displaced = textures_renderer->displaceTerrain(terrain_result);
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diff = end.y - displaced.y;
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hit = (diff < 0.0);
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}
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if (hit)
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{
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// Refine the hit with dichotomy at high quality
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/*if (renderer->render_quality > 7)
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{
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end = refineHit(start, end, step_length);
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}*/
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// Find an escape
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/*if (escaping_factor != 0.0)
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{
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result.escape_length = findEscape(end, walked_length, escaping_factor, max_length);
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}*/
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result.hit_location = end;
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}
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else
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{
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// Prepare next step
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start = end;
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walked_length += step_length;
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step_length = diff / (double)renderer->render_quality;
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if (step_length < minstep)
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{
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step_length = minstep;
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}
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else if (step_length > maxstep)
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{
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step_length = maxstep;
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}
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}
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} while (not hit and start.y < ymax and walked_length < max_length);
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return hit;
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}
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59
src/render/software/TerrainRayWalker.h
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59
src/render/software/TerrainRayWalker.h
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#ifndef TERRAINRAYWALKER_H
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#define TERRAINRAYWALKER_H
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#include "software_global.h"
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#include "Vector3.h"
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namespace paysages {
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namespace software {
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/*!
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* \brief Ray walker to find intersections with terrain.
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*
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* This walker can be used to find a hard intersection between
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* a ray and the terrain (e.g. for raytracing), or a soft intersection
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* (e.g. for shadows).
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*/
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class SOFTWARESHARED_EXPORT TerrainRayWalker
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{
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public:
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typedef struct {
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Vector3 hit_location; // Location of the hit
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double escape_length; // Length walked before terrain was escaped after hit (0.0 if no escape)
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} TerrainHitResult;
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public:
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TerrainRayWalker(SoftwareRenderer* renderer);
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/*!
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* \brief Update the walker internal data, from the renderer and scenery.
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*/
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void update();
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/*!
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* \brief Start the walking process to find intersection
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*
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* \param start Point of origin of the ray
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* \param direction Ray direction (normalized vector)
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* \param escaping_factor Factor used to escape the terrain on hit (mainly for shadows computing)
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* \param max_length Maximum length to walk before considering no hit
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* \param result Object to store the results info
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* \return true if there was a hit
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*/
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bool startWalking(Vector3 start, const Vector3 &direction, double escaping_factor, double max_length, TerrainHitResult &result);
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private:
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SoftwareRenderer* renderer;
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double ymin;
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double ymax;
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double ydispmin;
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double ydispmax;
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double minstep;
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double maxstep;
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};
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}
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}
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#endif // TERRAINRAYWALKER_H
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@ -5,18 +5,22 @@
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#include "TerrainDefinition.h"
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#include "TexturesRenderer.h"
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#include "LightComponent.h"
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#include "TerrainRayWalker.h"
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TerrainRenderer::TerrainRenderer(SoftwareRenderer* parent):
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parent(parent)
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{
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walker = new TerrainRayWalker(parent);
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}
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TerrainRenderer::~TerrainRenderer()
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{
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delete walker;
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}
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void TerrainRenderer::update()
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{
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walker->update();
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}
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double TerrainRenderer::getHeight(double x, double z, int with_painting)
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@ -130,59 +134,17 @@ Color TerrainRenderer::getFinalColor(const Vector3 &location, double)
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RayCastingResult TerrainRenderer::castRay(const Vector3 &start, const Vector3 &direction)
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{
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RayCastingResult result;
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TerrainDefinition* definition = parent->getScenery()->getTerrain();
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Vector3 inc_vector, direction_norm, cursor;
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double inc_value, inc_base, inc_factor, height, diff, lastdiff, length;
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||||
|
||||
cursor = start;
|
||||
direction_norm = direction.normalize();
|
||||
inc_factor = (double)parent->render_quality;
|
||||
inc_base = 1.0;
|
||||
inc_value = inc_base / inc_factor;
|
||||
lastdiff = start.y - getHeight(start.x, start.z, 1);
|
||||
|
||||
length = 0.0;
|
||||
do
|
||||
TerrainRayWalker::TerrainHitResult walk_result;
|
||||
if (walker->startWalking(start, direction.normalize(), 0.0, 200.0, walk_result))
|
||||
{
|
||||
inc_vector = direction_norm.scale(inc_value);
|
||||
length += inc_vector.getNorm();
|
||||
cursor = cursor.add(inc_vector);
|
||||
height = getHeight(cursor.x, cursor.z, 1);
|
||||
diff = cursor.y - height;
|
||||
if (diff < 0.0)
|
||||
{
|
||||
if (fabs(diff - lastdiff) > 0.00001)
|
||||
{
|
||||
cursor = cursor.add(inc_vector.scale(-diff / (diff - lastdiff)));
|
||||
cursor.y = getHeight(cursor.x, cursor.z, 1);
|
||||
}
|
||||
else
|
||||
{
|
||||
cursor.y = height;
|
||||
}
|
||||
result.hit = 1;
|
||||
result.hit_location = cursor;
|
||||
result.hit_color = getFinalColor(cursor, parent->getPrecision(result.hit_location));
|
||||
return result;
|
||||
}
|
||||
|
||||
if (diff < inc_base / inc_factor)
|
||||
{
|
||||
inc_value = inc_base / inc_factor;
|
||||
}
|
||||
else if (diff > inc_base)
|
||||
{
|
||||
inc_value = inc_base;
|
||||
}
|
||||
else
|
||||
{
|
||||
inc_value = diff;
|
||||
}
|
||||
lastdiff = diff;
|
||||
result.hit = true;
|
||||
result.hit_location = walk_result.hit_location;
|
||||
result.hit_color = getFinalColor(walk_result.hit_location, parent->getPrecision(walk_result.hit_location));
|
||||
}
|
||||
else
|
||||
{
|
||||
result.hit = false;
|
||||
}
|
||||
while (length < 50.0 && cursor.y <= definition->_max_height);
|
||||
|
||||
result.hit = 0;
|
||||
return result;
|
||||
}
|
||||
|
||||
|
|
|
@ -35,6 +35,7 @@ public:
|
|||
|
||||
private:
|
||||
SoftwareRenderer* parent;
|
||||
TerrainRayWalker* walker;
|
||||
};
|
||||
|
||||
}
|
||||
|
|
|
@ -36,7 +36,8 @@ SOURCES += SoftwareRenderer.cpp \
|
|||
WaterRenderer.cpp \
|
||||
RenderArea.cpp \
|
||||
RayCastingManager.cpp \
|
||||
NightSky.cpp
|
||||
NightSky.cpp \
|
||||
TerrainRayWalker.cpp
|
||||
|
||||
HEADERS += SoftwareRenderer.h\
|
||||
software_global.h \
|
||||
|
@ -62,7 +63,8 @@ HEADERS += SoftwareRenderer.h\
|
|||
WaterRenderer.h \
|
||||
RenderArea.h \
|
||||
RayCastingManager.h \
|
||||
NightSky.h
|
||||
NightSky.h \
|
||||
TerrainRayWalker.h
|
||||
|
||||
unix:!symbian {
|
||||
maemo5 {
|
||||
|
|
|
@ -42,6 +42,8 @@ namespace software {
|
|||
class LightComponent;
|
||||
|
||||
class NightSky;
|
||||
|
||||
class TerrainRayWalker;
|
||||
}
|
||||
}
|
||||
|
||||
|
|
Loading…
Reference in a new issue